Lords of Magic Hints and Tips


Be warned:  There are large amounts of bad humor and puns (if I feel like 
it), all personal injuries are your fault because most of them are stupid.


Table Of contents (not very long)
1.1 Edition History
1.2 About Me
1.3 Disclaimer
2.1 The Faiths, pro vs con
    2.11 Fire
    2.12 Life
    2.13 Earth
    2.14 Order
    2.15 Water
    2.16 Air
    2.17 Chaos
    2.18 Death
2.2 Early Game Tips
2.3 Middle Game Tips
2.4 Late Game Tips


**************************Edition History(big whoop)*******************

1.0 December 9, 1999
First edition


**************************About me ************************************
      I'm Joseph Sul, I'm a Freshmen in North High School (GPN sex scandal 
anybody?).  I'm hoping to get into U of M, and major in Computer Engineering, 
or Computer Programming (see the pattern).  
E-mail me at Josul0215@AOL.com for more tips or just questions.

**************************Disclaimer***********************************

    You can put this on any page you want, just ALWAYS KEEP THIS DISCLAIMER 
WITH IT!! If you change anything (which includes taking away the disclaimer), 
I can get you in great trouble for I have a GREAT lawyer.

OK well onto the game









The order of Fire:
   Pros:
      High attack (highest in game!)
      Great damage spells
      Great ultimate unit (Demon and Dragon?)
      Great range unit (if only you get 3 fire giant rock hurlers)
   Cons:
      Low armor (actually kind of common)
      Low HP


When Playing as Fire Remember:
   Don't rely on your rock hurlers, a mistake I see too many times
   Rush the enemy, Use your great attack to your advantage
   Have your mages at a high level, they will do Great damage

Note: I don't have much to say because I personally don't play as fire that 
much



The order of Life
   Pros:
      Great archery range, can reach across half of the battlefield
      Great spells, you can resurrect completely dead sets of units
      Cheap Barracks units
   Cons:
      Barracks units stink!
      Have no good strategy against Balkoth Alone

When Playing as Life:
   Use your Barracks units to defend the archers, that's all their good
   for
   At the end of battle cast resurrection on all completely dead units
   Capture a few other towns, N=Water, S=Fire, E=Earth, W=Air
   Get plenty of archers in all of your armies.

Note: Life alone stinks, but is the BEST supporting Faith, if your not life 
get it, either by temple or force.



The order of Earth
   Pros:
      Great Barracks units
      Decent Archers
      Good Spells
      The 2nd Best Cavalry
   Cons:
      Slow
      Burglars are THE worst thief in the game

When Playing as Earth
   Slow doesn't seem that bad right, Wrong, try fighting a large Life
   army, that's instant death for most earth armies
   Don't try stealing for the above
   Dwarves are really good
   You have dark Elven Cavalry the best in the game

Note: Earth is a Good supporting Faith, and a good starter


The Faith of Order
   Pros:
      2nd Best Barracks units
      Most balanced
      Great spells for those who like the might in games
   Cons:
      Bad Ultimate unit
      Need large armies to be affective
 
When Playing as Order:
   Develop a 12 unit army ASAP of units (not including dogs or stags or 
mercenaries), this helps you a lot especially if you have a good mage with 
some good spells.  Take advantage of the army strength and get a knight 
champion or mage.  If you get a level 12 Paladin Lord, and sit him in the 
level 3 barracks for a lot of turns, then you get level 5 units and level 10 
champions.

Notes:
Try and get an order mage and a lot of his spells in the final Battle against 
Balkoth, it helps kill his army.


The Faith of water
   Pros:
      Complete Water Superiority, ship is the best and Serpents can
      sink anything and even attack shoreline enemies
      Good units, Cavalry same as orders.
      Decent Shooters, not so hot in my opinion
   Cons:
      Ultimate unit is water-dwelling, doesn't help the attack scene
      Some spells useless (rust, RUST)
      If Balkoth Gets this order, all your ships are sunk

When Playing as Water:
   Water has great cavalry use them instead of infantry
   Water can create healing potions

Note: I don't like boats so I don't use Water that well


The faith of Air

   Pros:
      Fast units
      Calvary costs no people (fixed in newer versions I think)
      Great spells (well balanced)
      Good summon units (dragons)
      BEST thieves.
   Cons:
      All recruit units are weak

When Playing as Air
   To get the Great temple is an insurmountable (look it up) task with just 
your normal army unless you can use the pot shot trick.

Notes: Air is really good if you start as it and can get its Temple


The faith of Chaos

   Pros:
      2nd strongest attack in game
      Most hit points
      Powerful spells (the power to polymorph)
   Cons:
      Archers suck (stick throwers)
      Spells usually backfire
      Expensive units
      NO ARMOR.

When Playing as Chaos remember:
   Wait and gain levels before you risk casting a lot of spells in
   combat
   You should rush with your berserkers
   Stick throwers are stupid and pointless and cost too much for their
   role

Notes:
   A large Chaos army led by a really good Chaos mage can wreak havok
   on anything


The Faith of Death

   Pros:
   Cons:
When Playing as Death remember:
Notes:
I haven't beaten the game yet on my new computer.


Early Game strategy:
   Near your town are 2 level 1 dwellings, kill them
   Typically fight around, killing everything
   Recruit mercs before fighting hard dwellings or the great temple
   The Early Game is over when you conquer the great temple

Middle Game Strategy:
   This is where it gets important.  Only put people on gold, ale, and fame.  
When you need gold sell fame.  Recruit a 12-unit army (no matter how horrible 
or weak) and conquer.  Typically I grab another temple on day 12 or 13.  
Upgrade your city when you get the chance.  Upgrade the outlying buildings.  
Keep a small garrison (about 4 units) to kill anything that enters the other 
buildings.  Share units between cities (elven archers in the earth, dwarves 
in the life, etc.).

Late Game Strategy:
   Create a couple 12-unit armies having your lord(s) in the last one.  Use 
the great temple summoned units (Fire, Air, Earth, Chaos); also use 
recruitable units that are level 5.  Use level 9-10 Champions and use their 
special abilities.  Avoid using thieves.  Get mages to blast Balkoth 
especially Fire mages.  Use life Mages to heal in battle.  Use the best of 
the best, what ever you please (chaos, order, earth, fire are the best). USE 
elven archers in all armies, they will weaken all of the troops.


That's it, that's all the help I can offer for now (I don't play this that 
much).  If you have information that I can put in then E-mail me at again 
Josul0215@AOL.com.  I would love to hear from other lords of magic players.